The Amusement is a nice-looking and sometimes clever VR puzzle adventure, but it never fully commits to the ideas that could have made it special
The Amusement starts with a setup I immediately liked. You play as Samantha, who returns to her family's amusement park because her mother wants to sell it. As Sam walks through the park, old memories start resurfacing, buried feelings come back into focus, and the whole place turns into this strange mix of abandoned rides, childhood nostalgia, and personal reflection. It is a good concept. The problem is that while the game hints at something emotional and meaningful, it never really landed in a big way for me.
Maybe it does touch on deeper themes and maybe I just did not connect with them as much as I should have. But as someone who mostly wanted to explore the park and solve puzzles, I came away feeling like the story never really said anything especially memorable.
The thing that got me most excited early on was the roomscale message at the start. The game tells you that it is best played in a 2x2 space where you can physically walk around and keep everything within reach. When I saw that, my brain immediately went to Hotel Infinity, a game that used roomscale and impossible geometry in such a smart and memorable way. I thought The Amusement might be trying something similarly ambitious.

It kind of does, but only very briefly. In the first chapter, where you navigate a maze, the roomscale focus actually feels meaningful. But after that, the game mostly forgets to do anything special with it and falls back into being a more standard VR puzzle adventure.
To its credit, the game is accessible. If you do not have that 2x2 roomscale setup, you can play with teleport or smooth locomotion. Still, the roomscale angle is presented like a major pillar and then barely used after the opening.
Each chapter lets you explore a different part of the park. You start in the maze, then make your way up a large tower, go through rollercoaster sections, visit an underwater Atlantis-style ride, and eventually end up climbing around a ferris wheel. That structure works well because the environments change often enough to keep the game moving.
The puzzles are decent, sometimes even pretty cool. There is a yo-yo mechanic that lets you hit fuse boxes from a distance and that feels great in VR. You connect cables to complete circuits, redirect water through pipes, and use a grappling hook to cross gaps. There is also a magnetic stick tool that lets you manipulate metal objects. The first time the game uses it for a steel-ball maze with springs, it is memorable. The problem is that later on the game repeats basically the same puzzle again, only longer, and it feels like padding.

That repetition sums up a lot of how I feel about the whole puzzle design. Nothing here is bad. The puzzles follow logic. But if you have played other VR puzzle games, very little will surprise you. It is competent, but rarely inspired.
I also managed to break the game a couple of times. Once I got stuck in an elevator where the buttons were not accessible. Another time I somehow phased out of the maze near the beginning. A quick reload of the last checkpoint fixed those issues, but it happened more than once.
The climbing is another area where the game feels a little awkward. There is no real jumping or falling, so when you are not actively climbing, you are stuck to the ground. So while climbing, if you let go before the game thinks you are at a safe point, you just sort of float there in grayscale limbo until you finish the motion properly. Only once you see the ground indicator can you actually drop off cleanly. It feels strange and takes some of the natural flow out of traversal.

Visually, though, The Amusement does impress, especially in the outdoor sections. The park itself looks really good on Quest 3, with strong colors, nice scale, and enough detail to make each attraction feel distinct. The outside sequences carry that abandoned-theme-park mood very well. When the game moves into darker caves or enclosed interior spaces, the presentation drops off a bit.
The whole thing is also very short. I finished it in one sitting in 2 hours and 8 minutes, and once I was done, I had no real reason to go back. There is no meaningful replay value, and at its full $22 price, that makes it a harder sell.

I do not dislike The Amusement. I think it is a perfectly okay VR walking simulator puzzle game with a good setting, some fun tools, and a few cool moments. But it never becomes the special roomscale experience I hoped it would be, and it never elevates its story or puzzles far beyond “pretty decent.” If you catch it on sale, I can see giving it a shot. At full price, I would hesitate. Thanks for reading!





